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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Sun Jul 03, 2011 6:05 pm GMT Post subject: Swamp Stalker / Goblin Army (36 points) |
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So I picked up a Swamp Stalker / Amazon starter, then traded the Amazons for a Goblin army. I was graciously given more Goblins as well. I'd like to combine the two into a 36-point army. Here is the Swamp Stalker army, which I'm hoping to use all of:
1x Swamp Beast
1x Invader
3x Marsh Swimmer
3x Warmonger
2x Bog Runner
And here are the goblins I have to add to the Swamp Stalkers:
2x Shambler
1x Filcher
1x Death Mage
3x Cutthroat
1x Wolf Rider
1x Slingman
1x Hedge Wizard
4x Trickster
3x Wardog Rider
1x Thug
1x Mugger
1x Pelter
I also have a Standing Stones, a Tower, and a Temple for Swamplands.
I'm thinking I want at least one Shambler (slow but between Smite and Smother x2, it's solids melee). I'm not sure how to progress from here. I've got some good maneuvers, and the Swamp Stalkers are high-survivability. They seem like a good pair.
Suggestions? Thanks!! |
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dburkley rare Director
Joined: 29 Jun 2008 Posts: 1200 Location: Hillsborough, NJ

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Posted: Sun Jul 03, 2011 7:29 pm GMT Post subject: Swampstalker / Goblin Army |
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Based on what you have to choose from, if you wish to pursue a maneuver / melee strategy: I would suggest adding the following 18 health-worth of Goblins to your Swampstalkers:
1x Shambler
1x Filcher
1x Death Mage
1x Cutthroat or 2 more Tricksters
1x Wolf Rider
1x Hedge Wizard
1x Trickster
1x Wardog Rider or another Trickster
The magicians will help you move your units about, if the situation requires (Path), or support the other half of the army (Transmute Rock to Mud, Stoneskin), or help bring back units (Animate Dead). You don't need 18 health-worth of magicians, but I recommend at least the 6 health-worth of Goblin magicians. The Filcher is a good all-around unit for this strategy. The Shambler is only good for the melee aspect of the strategy, while the Wolf Rider & Wardog Rider promote the maneuver aspect of the strategy.
If you are uncomfortable/unfamiliar with magic, just use the Death Mage and scrap the other magicians to add more melee/light melee/cavalry types. A Cantrip is always useful when its rolled, and a little magic support is better than no magic support - plus its a way to start learning how to use a little magic if you unfamilar (as the list of what you can and can't use with up to 4 magic is rather small and easy to assess). _________________ Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Sun Jul 03, 2011 7:37 pm GMT Post subject: |
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| I'm familiar with magic; I also play Coral Elves (magic/cavalry). That list looks great! Should I lean towards more magic (tricksters)? What units should I look to pick up? |
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dburkley rare Director
Joined: 29 Jun 2008 Posts: 1200 Location: Hillsborough, NJ

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Posted: Mon Jul 04, 2011 12:22 am GMT Post subject: SS/Goblins |
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For units to pick up for the Goblins, a Leopard Rider, possibly another Death Mage (if you feel the other lesser magicians are insufficient), plus a Troll (which will replace the Shambler, but the Troll is a great unit to have among your Goblin dice and arguably one of the best monsters in the game).
If you like using magic, then allow for an option to use 18-health of magicians (which can include Swampstalker magicians). _________________ Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017 |
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